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class tmodDegrappleProjectile extends Gameplay.GrapplerProjectile; var float Health; var float burningDamagerPerSecond; function PostBeginPlay() { SaveConfig(); } function PostTakeDamage(float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) { Health -= Damage; if(Health <= 0) Destroy(); Super.PostTakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, projectileFactor); } /** * Unregistered hit fix. From NRBgone. */ function ProjectileTouch(Actor Other, vector TouchLocation, vector TouchNormal){ super.ProjectileTouch(Other, TouchLocation, TouchNormal); } /** * Server crash fix. From franga_v1. */ simulated function simulatedAttach(Actor Other, vector TouchLocation) { local Character c; c = Character(Other); if(c != None) Destroy(); Super.simulatedAttach(Other, TouchLocation); SetCollision(true, true, true); } defaultproperties { Health=30.000000 burningDamagerPerSecond=55.000000 bCanBeDamaged=True bProjTarget=True } |
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